Farbodee / Space_Partitioning_Octree_BVH

Octree/BVH: building and traversal (for fast ray-triangle-intersection)

Home Page:http://thomasdiewald.com/blog/?p=1488

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AUTHOR: Thomas Diewald

Date:        07.02.2013
last edited: 07.02.2013

author:     www.thomasdiewald.com
blog-post:  www.thomasdiewald.com/blog/?p=1488
source:     www.github.com/diwi/Space_Partitioning_Octree_BVH
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Space Partitioning: Octree vs. BVH
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source code of my first experiments with space-partitioning techniques: 

 - Octree
 - BVH

 
it was a study to compare performance and usage for raytracing/pathtracing.
most important for me was the traversing-performance for ray-triangle-intersection,
which i needed for the opencl-implementation.
in the end i decided to use the BVH for that, and so the octree functionality 
might be not that "perfect".

a lot of things should/could be improved during building the data-structure.
at the moment it is way to slow for dynamic changes in the scene.
if you notice any errors, feel free to contact me.


for more information, i'd like to refer to my blog-post:
http://thomasdiewald.com/blog/?p=1488

thomas

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Octree/BVH: building and traversal (for fast ray-triangle-intersection)

http://thomasdiewald.com/blog/?p=1488


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